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A Node is a type of Terrain Special, which doubles as both a potential Icon Power.png Power source and a high-level Encounter zone.

There are three types of Nodes in the game. Each type corresponds to a specific Realm of magic, and behaves differently as a result:

There are no Nodes associated with the Realms of Icon Life.pngLife and Icon Death.pngDeath, which relay their power through religious institutions instead.

Initially, all Nodes are guarded by a contingent of Fantastic Units belonging to the Node's realm. Once these creatures have been removed, any wizard may send a Icon Arcane.pngMagic Spirit or Icon Life.pngGuardian Spirit to meld with the Node, thus acquiring a constant input of Icon Power.png Power based on the Node's coverage area.

30 Nodes are generated across the Planes at the start of each game. These Nodes cannot be removed or altered, and no new Nodes will be added during the course of the campaign. The 14 Nodes found on the plane of Myrror produce much more Icon Power.png Power than the 16 found on Arcanus - but are also better defended.

A Node itself causes oddities in the magical field. During combat at a Node, this magical field interferes with casting any spells that are not from the Node's own magical Realm. The output of magical energy from the Node also boosts the abilities of all Fantastic Units that belong to the Node's Realm during any battle within the Node's zone of influence.

Icon Power.png Power output from a Node is determined by the size of its influence zone, and is also directly affected by the Magic Intensity setting chosen when starting the game. Nodes can also be subverted using the Icon Death.pngWarp Node spell, and random "Conjunction" type Events may also temporarily alter the amount of Icon Power.png Power they provide.

Description Edit

A Node is a location where the barrier between one of the magical realms (Icon Nature.pngNature, Icon Chaos.pngChaos, or Icon Sorcery.pngSorcery), and the primal planes (Arcanus and Myrror), is weak, allowing Icon Power.png Power to seep through in great quantities. There are three types of Nodes in the game, and each corresponds to a different magical Realm.

Nature Nodes lead to the Icon Nature.pngNature Realm. They are defended by Icon Nature.pngNature creatures, and interfere with non-Icon Nature.pngNature spells. They appear as magical forests of glowing green trees. The tiles containing these Nodes always show up as Forests in the Surveyor (F1), but these enchanted woods are much more than mere Forests. Their trees bear a wide variety of fruits, and their shades are teeming with a multitude of animals, creating a small, contained patch of paradise.

Chaos Nodes lead to the Icon Chaos.pngChaos Realm. They are defended by Icon Chaos.pngChaos creatures, and interfere with non-Icon Chaos.pngChaos spells. They appear as volcanoes with a wide, glowing red caldera. The tiles containing these Nodes are initially always Volcanoes. In fact, every active Volcano on either Plane will have a Chaos Node in it at the beginning of the game. Warlocks jealous of this power may acquire the means to eventually raise Volcanoes of their own, but these creations will always pale in comparison (and will never contain any Nodes).

Sorcery Nodes lead to the Icon Sorcery.pngSorcery Realm. They are defended by Icon Sorcery.pngSorcery creatures, and interfere with non-Icon Sorcery.pngSorcery spells. They appear as lakes with bright-blue waters. Yet, the Surveyor (F1) will always claim that the tiles containing these Nodes are Grassland. In reality, these fertile magical waters not only attract an abundance of wildlife, but are so refreshing, that armies marching through will feel no more encumbered than they would were they crossing a flat landscape.

If a Node is Ability Meld Melded with by a Icon Arcane.pngMagic Spirit or Icon Life.pngGuardian Spirit, the Node tile, and any tile within its zone of influence, will glow with magical Sparklessparkles of the same color as the empire that sent that spirit.

Distribution and Terrain Edit

When creating the world for a new campaign, the game randomly places 30 Nodes at various locations on both Planes (16 on Arcanus, and 14 on Myrror). The overall number of Nodes always remains constant between games. However, the types of Nodes created is different, and there is no guarantee that any type of Node will appear on either of the Planes.

The Terrain underneath a Node is always determined by the Node itself. According to the official Strategy Guide, the Terrain surrounding the location picked for a Node does have some influence over the type of the Node that will appear there. However, the actual tiles will always be converted to special Terrain Types that are unique to Nodes. Unfortunately, this is not directly reflected by the Surveyor (F1), which will always show Icon Nature.pngNature Nodes as Forests, Icon Chaos.pngChaos Nodes as Volcanoes, and Icon Sorcery.pngSorcery Nodes as Grasslands. In any case, it is not possible to change the Terrain of any tile containing a Node, with one exception: in games played without the Unofficial Patch 1.50, the Icon Nature.pngGaia's Blessing spell can alter the appearance and Town bonuses of a Icon Chaos.pngChaos Node Volcano tile by turning it into a Hill instead (while leaving the actual Node intact).

A Node's tile is an invalid location for constructing new Settlements, although it is possible to build Roads or Enchanted Roads over it. On the other hand, Towns may be built next to a Node, and such Towns will enjoy the full benefit of the Node's special Terrain Type, even if the Node's defenders have not yet been vanquished or the Node belongs to another Wizard. If the Town is also within the Node's zone of influence, then Fantastic Units of the corresponding Realm will also fight with increased effectiveness here. This may be worth considering when settling next to an unconquered Node that can still generate rampaging monsters.

The special Terrain types that come with Nodes generally grant more powerful benefits than the tile type indicated by the Surveyor (F1), and are almost always worth including in the catchment area of any Settlement. The Volcanoes of a Icon Chaos.pngChaos Node are the only ones for which the game gives an accurate description: these tiles provide the same Icon Production.png 5% production bonus that Mountain tiles do, which is the biggest such benefit available from a single tile.

The Grassland under Icon Sorcery.pngSorcery Nodes provides Icon Food.png2 instead of the displyed 1.5, which puts it on par with River and River Mouth tiles without the hindrance that those tiles present to Icon Movement GroundWalking units. Finally, the enchanted Forests of Icon Nature.pngNature Nodes yield the game's highest possible Icon Food.pngFood available on a single tile: Icon Food.png2.5. Regular Forest tiles can only match this amount with the Wild Game Terrain Special, which, unlike the Node, is susceptible to destruction.

Encounter Zone Edit

Every Node is initially an Encounter zone. They may contain up to 9 different Fantastic Units, chosen semi-randomly, from all possible units that belong to the Node's magical Realm.


When initially created at the start of the game, a Node will usually contain Fantastic Creatures that defend it, and any Treasure stashed inside. To figure out exactly what creatures the Node contains, the program goes through the procedure outlined below.

First, the game determines the basic mana budget that it will use to "buy" creatures from in order to populate the encounter. The basic formula setting out the monster budget for a Node is: 5-15 * [Zone of inluence size (in tiles)]2 * [Magic Intensity setting (0.5, 1, or 1.5)]. On the "Normal" magic setting, this yields 125-1500 for Arcanus Nodes, and 500-6000 for those on Myrror. This is then adjusted for the campaign's Difficulty setting:

Intro Easy Average Hard Impossible
-75% -50% -25% +0% +25%

At the same time, the game also needs to choose the magical Realm from which defenders will come. This sets out the monsters available to fill the encounter with. For a Node, the possibilities are as follows:

Realm Possible Defenders
Icon Chaos.pngChaos Node
Unit Unit Icon HellHounds Transparent Unit Icon FireElemental Transparent Unit Icon FireGiant Transparent Unit Icon Gargoyles Transparent Unit Icon DoomBat Transparent Unit Icon Chimeras Transparent Unit Icon ChaosSpawn Transparent Unit Icon Efreet Transparent Unit Icon Hydra Transparent Unit Icon GreatDrake Transparent
Cost 40 100 150 200 300 350 400 550 650 900
Icon Death.png{{{death}}}% Unit Unit Icon Skeletons Transparent Unit Icon Zombies Transparent Unit Icon Ghouls Transparent Unit Icon Demon Transparent Unit Icon NightStalker Transparent Unit Icon Werewolves Transparent Unit Icon ShadowDemons Transparent Unit Icon Wraiths Transparent Unit Icon DeathKnights Transparent Unit Icon DemonLord Transparent
Cost 25 30 80 80 250 250 325 500 600 900
Icon Life.png{{{life}}}% Unit Unit Icon GuardianSpirit Transparent Unit Icon Unicorns Transparent Unit Icon Angel Transparent Unit Icon Archangel Transparent
Cost 50 250 550 950
Icon Nature.pngNature Node
Unit Unit Icon WarBears Transparent Unit Icon Sprites Transparent Unit Icon EarthElemental Transparent Unit Icon GiantSpiders Transparent Unit Icon Cockatrices Transparent Unit Icon Basilisk Transparent Unit Icon StoneGiant Transparent Unit Icon Gorgons Transparent Unit Icon Behemoth Transparent Unit Icon Colossus Transparent Unit Icon GreatWyrm Transparent
Cost 70 100 160 200 275 325 450 599 700 800 1000
Icon Sorcery.pngSorcery Node
Unit Unit Icon PhantomWarriors Transparent Unit Icon Nagas Transparent Unit Icon AirElemental Transparent Unit Icon PhantomBeast Transparent Unit Icon StormGiant Transparent Unit Icon Djinn Transparent Unit Icon SkyDrake Transparent
Cost 20 120 170 225 500 650 1000

If the mana budget is insufficient for any creature in the chosen Realm, the Node has no defenders and is defeated the first time any unit attempts to enter its square. Otherwise, the game divides the base budget by a random integer in the range of 1-4, and selects the most expensive unit which costs no more than this value; or the first monster on the list if no creatures qualify. This will be the monster seen by any scouts that visit (but do not initiate combat at) a Node.

Once the "main" creature is chosen, the game divides the budget by the cost of this unit, rounding down, to determine how many of these monsters will actually be in the Node. However, this will never be more than 8, and if it is more than 1, there is a 50% chance that it will be reduced by 1. These limitations significantly increase the likelyhood of encounters featuring more than one type of monster.

Finally, the game calculates the remaining budget by subtracting (number of first monster) * (cost of first monster) from the initial budget. This may then be used to "purchase" a set of secondary creatures, which will always match the Realm of the primary monster. Only if the remaining budget is insufficient for any other creature than the first monster, will there be no second monster.

Otherwise, the game divides the remaining budget by a random integer between 1 and (10 - number of first monster), and selects the most expensive unit (other than the primary monster), which costs no more than this value. The rest of the encounter is then populated with this creature, up to the maximum of 9 total units (including the first monsters), or until the remaining budget is exhausted. That is, the amount of secondary monsters will be the lower of either (9 - number of first monster), or (remaining budget) / (cost of second monster).

Multiple BattlesEdit

In the wake of a battle, the original defending units are never replenished. If, during an assault on a Node, the invading army manages to kill a defending unit, but then loses the battle or retreats, that unit will not be restored unless it has the Ability Regeneration Regeneration ability. This means that it is possible to "whittle down" a Node's defenders with several subsequent battles, instead of trying to kill all of them at the same time.

There are several caveats to this:

  • Any defenders that are not destroyed completely are fully healed at the end of each battle, and will have all Icon Figure.png figures restored to life appropriately. Thus, it is not possible to kill one unit by injuring it repeatedly in each battle - it must be killed completely to ensure that it does not reappear in the next battle.
  • Fleeing is often disastrous. Units fleeing a battle are 50% likely to be slain, regardless of their speed and defenses. At the Normal difficulty setting and above, fleeing Heroes also have a 25% chance of being slain. Partial engagements are likely only worth it if the battle can be drawn out to 50 turns, the attacking units can be magically recalled, or the loss of any fleeing units is affordable.
  • Killing the defenders in piece-meal fashion is likely to reward less Icon Fame.png Fame for the Wizard, and is certain to generate less Icon Experience.png Experience for Normal Units and Heroes. Neither of these are awarded after retreats or defeats: only the enemies present in the final engagement will contribute to either. The fewer battles it takes to clear a Node, the better.

Nevertheless, any strong Node whose defenses can be whittled-down perhaps should be whittled-down. In particular, Icon Fame.png Fame is only granted for defeating Very Rare creatures or 4+ defenders, so a Node guarded by a mix of Common, Uncommon, and Rare creatures can be whittled down to 4 Common creatures with little penalty.

Treasure Edit

Main article: Treasure

The rewards for conquering a Node depend largely on its defenders: the stronger the creatures guarding it, the better the treasure. Supreme rewards, such as new Spellbooks, or Retorts, are only found behind the strongest monsters.

Treasure Types Distribution Qualify Spend Max
Magical Item 5 in 15 300 400-3000 3
Spell (1d4 for rarity) 3 in 15 1
* Common Spell 50 50
* Uncommon Spell 200 200
* Rare Spell 450 450
* Very Rare Spell 800 800
10 - 200 Icon Gold.png Pieces 2 in 15 50 200
10 - 200 Icon Mana.png Crystals 2 in 15 50 200
Special (Book / Retort) 2 in 15 1000 3000 2
Prisoner 1 in 15 400 1000 1

When the game begins, each Node is assigned a treasure budget of either 50-125% (Arcanus), or 75-175% (Myrror), of the base (before adjustment for difficulty) mana budget used to generate the inhabitants. This is further increased by 25% on the "Impossible" Difficulty setting, and has a minimum value of 50. The computer then rolls imaginary 15-sided dice to select the basic types of loot found in the Node's hoard (see chart).

For each roll, if the remaining treasure budget is less than the "Qualify" value; or the maximum number of that treasure has already been created; the die is rerolled. Otherwise, the cost of the treasure is subtracted from the budget, and, if there are at least 50 points left, the die is cast again. If a "Special" is generated, all other rewards are discarded, and the process ends.

This initial randomization only sets out the type of the treasure that will be awarded for defeating each encounter. The particulars are instead determined "on the fly" when a Wizard successfully conquers the Node. Thus, reloading the session and fighting the Encounter repeatedly will yield the same basic types of loot every time, but the exact spells, items, and specials will vary.

General Notes Edit

The weakest Nodes might only be able to afford a small pile of Icon Gold.png Gold or Icon Mana.png Mana Crystals, and nothing else. Due to the probability distribution, Nodes whose budget endowments allow a Magical Item or Spell are more likely to contain these instead. Both multiple Magical Items; and multiple piles of Icon Gold.png Gold and/or Icon Mana.png Mana Crystals can appear in some hoards. On the other hand, only one Spell may ever be awarded at a time, but the d4 rolls from multiple Spell results are added together to determine Spell Rarity (up to a maximum of 4, yielding a Very Rare Spell).

The quality of a Magical Item reward is supposed to scale with remaining treasure points, but in version 1.31, the program only manages to constrain the item's quality in the case of a "Failed Special". Typically, then, the wizard only needs the Spellbook ranks that an item demands, for it to be eligible to (randomly) appear in a Node. Full lists of pre-fab items and their arbitrary rank requirements can be found here, in the article on treasure.

A Prisoner, a most uncommon find, might be held at a Node. This individual will be one of the 25 non-champion Heroes in the game, drawn at random from those who are not already in the Wizard's service or defeated. These captive V.I.P.s will offer to join for no initial cost, out of gratitude for being rescued (however, their upkeep won't be free unless they bear the Ability Noble Noble trait). Beware: if the victorious army stack is 9 units deep, or the Wizard already controls 6 Heroes, "Absolutely Nothing" will appear in the Prisoner's place.

Specials Edit

When a special is generated, there is a 75% chance that it will be a Spellbook, and a 25% chance that it is a Retort. If the remaining treasure budget was 2,000 or higher, two specials will be generated, otherwise only 1. Retorts that cost 2 picks can only appear at a site with 2 specials, and will cost both specials. The Myrran retort cannot appear in Treasure, and the prerequisites for all other retorts are ignored. Spellbooks found in a Node will be same as the Node.

A Wizard cannot possess more than 13 Spellbooks and 6 Retorts; if this occurs, any special reward will instead be replaced by a Magical Item with a maximum value of 1,200.

Rampaging MonstersEdit

Main article: Rampaging Monster

Any Node that has not yet been cleared of defenders is a possible source for Rampaging Monsters.

Difficulty Budget Frequency
Intro Turn x 0.4 1/50 turns
Easy Turn x 0.4-0.8 1/33 turns
Average Turn x 0.4-1.2 1/25 turns
Hard Turn x 0.4-1.6 1/20 turns
Impossible Turn x 0.4-2.0 1/17 turns

Starting at turn 50, and again every frequency turns, Rampaging Monsters are generated from a random still-populated nonIcon Life.pnglife Encounter; the procedure is similar to defenders, but Realm will always match the source, and budget is determined by the turn number and difficulty. The budget is halved if Rampaging Monsters are generated on the same continent as any wizard's Fortress.

Combat in a Node Edit

Screenshot NatureNode

A Nature Node as it appears during combat, and a few defending creatures.

Whenever combat occurs on the tile of a Node, or even within its vicinity, special rules come into play that may have a bearing on the outcome. Generally speaking, Wizards who use spells from the same Realm as the Node will have an easier time doing battle within its area, whereas other wizards may have problems when doing so. As a result, the Node can be a strategic asset, or a dangerous area that needs to be avoided.

During battle at the Node's own tile, the Node is capable of countering any combat spells that do not belong to its Realm, while they are being cast. In addition, when combat takes place anywhere within the Node's area of influence, all Fantastic Units from the Node's Realm receive powerful bonuses to their combat attributes.

Both effects are visible when clicking the "Info" button during battle, and this is the only way of telling whether a tile falls within a zone of influence without actually melding with the Node.

Node Dispelling Aura Edit

The massive output of magical energy from the Node can interfere with the casting of combat spells. During battles that take place in the same tile as the Node itself, any attempt to cast a combat spell that is not from the Node's own Realm must face an immediate dispelling attempt by the Node.

The dispelling attempt occurs immediately upon selecting the spell for casting - before any target can be chosen. The strength of this dispelling attempt is always Icon Mana.png 50, thus, the formula for calculating its success is as follows:

Dispel Chance = 50 / (50 + TSCC) * 100,

where "TSCC" is the total Casting Cost of the spell.

For example, when attempting to cast a Icon Chaos.pngFire Bolt spell in a Icon Nature.pngNature Node with a total of Icon Mana.png 12 invested, the chance of it being dispelled will be as follows:

Dispel Chance = 50 / (50 + 12) * 100
= 50 / 62 * 100
= 0.80 * 100
= an 80% chance to dispel this spell as it's being cast.

Spells from the Node's own Realm will bypass this effect entirely. They will never be dispelled by the Node regardless of their type or casting cost. For example, a Icon Chaos.pngChaos Node will only attempt to dispel non-Icon Chaos.pngChaos spells. It will completely ignore any Icon Chaos.pngChaos spell, allowing Icon Chaos.pngChaos-wielding wizards to cast with impunity.

The only way to counter this effect is through the Node Mastery retort. This allows a Wizard to cast spells from any Realm inside any Node, without them being subjected to its dispelling effects. This gives Wizards with this retort a clear advantage in Node combat.

Node Unit Bonus Aura Edit

During combat on any tile that is inside the Node's area of influence (see below), all Fantastic Units from the Node's realm receive a set of very important bonuses:

  • Icon Melee Normal.png +2 Melee Attack Strength
  • Icon Ranged Bow.png +2 Ranged Attack Strength
  • Icon Defense.png +2 Defense
  • Icon Resist.png +2 Resistance

Although the bonus to Melee- and Ranged Attack Strength applies only if the unit possesses the appropriate attacks by default, the Ranged Attack bonus applies to all types of Ranged Attacks, including short range (Icon Thrown.png Thrown, Icon Breath.png Icon Breath Lightning.png Breath, Ability DoomGaze Doom Gaze, and the hidden physical component of other Gaze Attacks).

All Fantastic Units from the Node's realm are affected, regardless of their owner, while other units are unaffected in any way. For example, a Icon Sorcery.pngSorcery Node will give these bonuses to any Icon Sorcery.pngSorcery creature fighting within its area of influence. If two armies containing such creatures fight one another within the Node's vicinity, they both receive these bonuses. Note that units summoned into the battle do not receive the bonus on the turn that they are summoned, but will receive the bonus in subsequent turns.

These bonuses are extremely potent, and have several strategic implications. For starters, this means that the original creatures guarding a Node (which are all from the Node's own Realm by definition) are much harder to defeat than similar creatures encountered in, say, a Tower of Wizardry.

Furthermore, the fact that this effect also applies in the vicinity of the Node means that the entire area is a great place for some wizards to mount a defense or an attack. The area around a Icon Nature.pngNature Node, for example, confers great benefits to any army comprised mostly or entirely of Icon Nature.pngNature creatures. Similarly, assaulting an enemy army comprised of such creatures in the vicinity of a Icon Nature.pngNature Node is a bad idea.

Finally, this means that any wizard with access to Icon Nature.pngNature, Icon Chaos.pngChaos or Icon Sorcery.pngSorcery magic is encouraged to build towns within the influence zone of the corresponding Nodes, and protect that town with creatures from the Node's Realm. This will make the town much harder to conquer.

Controlling Nodes Edit

The primary purpose of all Nodes is to provide Icon Power.png Power. In order to do so, a Node must first be "tapped" by Ability Meld Melding a spirit into it. Once the Node is claimed, it will glow with magical Sparkles sparkles. The color of these sparkles matches the color of the Wizard that is currently drawing power from the Node. Several tiles immediately adjacent to the Node will also glow, these indicate the Node's area of influence.

A Node may change ownership any number of times during a campaign. It can lose its owner if said owner is ever defeated. A rival Wizard can also attempt to send their own spirit to try and meld with the Node, grabbing ownership of it.

Melding with a Node Edit

As noted already, it is necessary to send either a Icon Arcane.pngMagic Spirit or Icon Life.pngGuardian Spirit to Ability Meld Meld with a Node in order to tap its magical energies. Both of these spirits are Fantastic Units. Icon Arcane.pngMagic Spirits are available to any wizard, and are always part of all Wizards' starting repertoire in the latest version of the game. Icon Life.pngGuardian Spirits, on the other hand, are only available to Icon Life.pngLife-wielding wizards (and probably not all of them either) - but, in turn, have some important benefits.

To Ability Meld Meld with a Node, the spirit attempting this must be on the same tile as the Node, on the same Plane. This is why it is necessary to clear out the defenders first, but this also means that any opposing army guarding a Node must similarly be defeated before the Node can be melded with. Once a spirit is in place (and has Movement Allowance remaining), the "Meld" command will become available while the spirit is selected among the active units.

Melding will always destroy the spirit itself (but will not affect the rest of the army if multiple units are selected). If the process is successful, the Node becomes tapped, and will begin to glow with magical Sparkles sparkles of a color matching the banner of the empire that sent the spirit. Similarly, any tiles within the Node's zone of influence will also sparkle with the same color.

Melding is not always successful. This is where Icon Life.pngGuardian Spirits have an important advantage: while a Node is melded with by a Icon Life.pngGuardian Spirit, any further attempts to meld with it will only have a 25% chance of success. An unsuccessful melding attempt causes no change in the Node's ownership - the spirit that attempted it is simply destroyed. The Surveyor (F1) can be used on a tapped Node to discern the type of spirit melded into it.

Because it is necessary to clear the Node's tile of enemy units before melding with it, most Wizards (including the AI) will endeavour to place a strong army stack on top of the Nodes they own. Any enemy who wishes to acquire this Node will need to defeat the guarding stack first. Naturally, Fantastic Creatures from that particular Node's Realm are at an advantage here, as they will always benefit from the Node's aura (see above) when fighting on its tile.

Node Power Output Edit

The Icon Power.png Power provided by a Node depends on three main factors: the size (in tiles) of its area of influence, the Magic Intensity setting chosen at the start of the campaign, and the Retorts of the Wizard in control of the Node. Other than these, "Conjunction" type random Events and the effect of the Icon Death.pngWarp Node spell can also temporarily alter the Icon Power.png Power gained from a Node.

Area of Influence Edit

The size of the influence zone is determined randomly at the start of the game for every Node, and remains constant throughout each campaign. This can range between 5-10 tiles for Nodes on Arcanus, and 10-20 tiles for Nodes on Myrror; and will be indicated by the amount of Sparkles sparkling squares once the Node has been melded with. Because Myrran Nodes cover twice as much area on average, their Icon Power.png Power output is also generally double that of their Arcanian counterparts. This is also why they have much stronger initial defenders.

Magic Intensity Edit

For each tile that is sparkling, the Node's owner receives a certain amount of Icon Power.png Power for as long as they retain control of the Node. With "Weak" Magic Intensity, this is Icon Power.png 0.5; on the "Normal" setting, it's Icon Power.png 1; while in campaigns with "Powerful" magic, Nodes yield Icon Power.png 1.5 per tile of influence.
For the low and the high settings, the Icon Power.png Power generated by each Node is individually rounded down to the nearest whole number, before any other factors are considered (including the summing up of their Icon Power.png Power output). For example, on the "Weak" Magic Intensity setting, controlling two Nodes with 7 influence tiles each will yield a total of Icon Power.png 6 (Icon Power.png 3 from each Node), rather than Icon Power.png 7 (14 times Icon Power.png 0.5).

Retorts Edit

There are several Retorts available that will boost the amount of Icon Power.png Power acquired from tapped Nodes. First and foremost, the Node Mastery retort will double a wizard's Icon Power.png Power income from any and all Nodes he/she controls, regardless of these Nodes' types. Furthermore, the Nature Mastery, Sorcery Mastery and Chaos Mastery retorts will double the Icon Power.png Power income from the corresponding types of Nodes. For example, a wizard with Chaos Mastery will get twice as much Icon Power.png Power from any Icon Chaos.pngChaos Nodes.
The effect of these retorts is cumulative. Therefore, a Wizard possessing both Nature Mastery and Node Mastery will get 4 times as much Icon Power.png Power from each Icon Nature.pngNature Node! This can amount to a massive boost of Icon Power.png Power, and should typically encourage such a Wizard to gain control of as many of these Nodes as they can.
On the other hand, the effect of retorts applies only after any rounding is done for Magic Intensity calculations, meaning that they will affect the rounded value rather than the initial one. For instance, the combined effect of Node- and Sorcery Mastery will still only yield Icon Power.png 12 (Icon Power.png 3 * 2 * 2) from a 7-tile Icon Sorcery.pngSorcery Node in a "Weak" magic campaign, and not the Icon Power.png 14 that it would if rounding only happened at the end.
Naturally, retorts acquired as special Treasure for defeating encounters will apply their effect automatically to the output of any Nodes already controlled. Better yet, Retorts awarded as Treasure also ignore any pre-requisites, which makes it possible to gain any of these Masteries during the game regardless of the amount and colors of a Wizard's Spellbooks.

Conjunctions Edit

Conjunctions are the most common random Events in the game, simply because there are 6 different types of them (thats one third of the total possible event types). Of these, 4 will have an effect on the Icon Power.png Power gained from Nodes, while the conjunctions of Icon Life.pngLife and Icon Death.pngDeath (called "Good Moon" and "Bad Moon" respectively), will ignore them completely.
Events occur randomly if they are enabled in the game's Settings. Events with a duration (this includes all "Conjunction" type Events) last for a minimum of 5 turns, after which they have a (5% + 5% per turn after the 5th) chance of ending naturally. There is no way to "force" an Event to end, although the game can be reloaded after the 5th turn to reroll the ending chance.
Each individual Node Realm has a corresponding "Conjunction", these are called the "Conjunction of Chaos", the "Conjunction of Nature", and the "Conjunction of Sorcery". Each one doubles the Icon Power.png Power gained from the associated Nodes, and halves the Icon Power.png Power gained from the other two types.
This effect is cumulative with any bonus gained from Retorts, and is applied before those. Unfortuntely, the halving effect may also involve a rounding down, which will be reflected in the final Icon Power.png Power output. In fact, this rounding is also separate from the one that occurs during Magic Intensity calculations (and happens after it). Using the above "Weak" magic 7-tile Icon Sorcery.pngSorcery Node example, the Icon Power.png Power gained from this Node (with both retorts) during a "Conjunction of Nature" would be only Icon Power.png 4.
This result is reached using the following calculations: 7 (tile count) * Icon Power.png 0.5 (Magic Intensity) = Icon Power.png 3.5, which is rounded down to Icon Power.png 3; followed by Icon Power.png 3 / 2 (for the "Conjunction") = Icon Power.png 1.5, rounded down again to Icon Power.png 1; and finally Icon Power.png 1 * 2 * 2 = Icon Power.png 4 is the effect of the two retorts. Similarly, a Myrran Node with a zone of influence spanning 15 tiles on the "Powerful" Magic Intensity setting will yield a base Icon Power.png 22, and this is the amount that will be doubled by the appropriate conjunction (or retorts), instead of the unrounded Icon Power.png 22.5 that would result from the initial [15 * Icon Power.png 1.5] formula.
Finally, the last type of "Conjunction" Event is the "Mana Short", which will completely nullify any Icon Power.png Power income for its duration. Naturally, this includes Icon Power.png Power produced by Nodes, which will only return to normal once the Event has ended.

Warping Nodes Edit

Icon Death.pngWarp Node is an Instant Spell that may be cast on the overland map to target any Node that is already tapped by an enemy Wizard. For a base Casting Cost of Icon Mana.png 75, it curses the Node to draw Icon Power.png Power from its controller rather than producing it for them. The spell has no Upkeep Cost, it is sustained by the Icon Power.png Power drawn from the Node.

Once Icon Death.pngWarp Node is cast, the targeted Node's tile will begin to shimmer, indicating the warping effect. Immediately, that Node's Icon Power.png Power output is shut down completely, and it will now reduce its controller's Power base by Icon Power.png -5 instead.

Icon Death.pngWarp Node can only be removed by casting Icon Arcane.pngDisenchant Area (or Icon Sorcery.pngDisenchant True) on the affected Node tile. While the basic spell belongs to the Icon Arcane.pngArcane Realm, and is thus available to any Wizard; it is somewhat expensive to cast, and neither spell guarantees the removal of the Icon Death.pngWarp Node effect - they require a successful dispelling roll (see their article for more information).

While a Node is warped, it cannot be melded with by any spirit sent by any Wizard. Its current controller is "stuck" with it, unless they can successfully disenchant it.

 Known Bugs Edit

Melding with Occupied Nodes Edit

It is possible to Meld with a Node without vanquishing its initial defenders first. In fact, there are at least two different ways to accomplish this, although the second one requires access to a specific spell.

"Blind Movement" Method Edit

This method has no prerequisites (i.e. is available to any player). First, position your spirit on a tile adjacent to the occupied Node with at least Icon Movement Water0.5 remaining. Then change view to the other plane, and, using keyboard movement, direct the unit into the tile containing the node. This can be done with any unit or stack of units that does not possess Move Astral Planar Travel, consumes all remaining movement points, and reveals terrain as if the unit had moved into the coordinates on the alternate plane that match the Node tile's.

Plane Shift Method Edit

The Icon Life.pngPlane Shift spell may be cast on a spirit that is positioned at the same coordinates as a Node on the opposite Plane. The game will not complain about this, and will relocate the spirit to the Node's tile, which will immediately enable the "Meld" command as long as the spirit has any movement left (or on the next turn otherwise).

Both bugs have only been tested in v1.31 at this time. Additional testing may be necessary for other versions.

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